﻿Shader "Custom RP/Unlit"{
	Properties{
		_BaseMap("Texture", 2D) = "white"{}
		_BaseColor("Color", Color) = (1.0, 1.0, 1.0, 1.0)
		_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
		[Toggle(_CLIPPING)]_Clipping ("Alpha Clipping", Float) = 0
		[Enum(UnityEngine.Rendering.BlendMode)]_ScrBlend("Scr Blend", Float) = 1
		[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("Dst Blend", Float) = 1
		[Enum(Off, 0, On, 1)]_ZWrite("Z Write", Float) = 1
	}

	SubShader{
		Pass{
			Blend [_ScrBlend] [_DstBlend]
			ZWrite [_ZWrite]
			
			HLSLPROGRAM
			#pragma shader_feature _CLIPPING
			#pragma multi_compile_instancing
			#pragma vertex UnlitPassVertex
			#pragma fragment UnlitPassFragment
			#include "UnlitPass.hlsl"
			ENDHLSL
		}
	}
}